Tyken's Rift had a similar bug and Borticus is looking into it.
All fixed.
Tyken's Rift III is now pretty devastating when properly skilled and Aux'd up. Possibly too much so, but since it requires a fairly substantial investment to power it up so high... I left it where it is, for now.
Testing feedback will be most appreciated, when this change lands on Tribble. Please keep an eye out for the patch notes.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Tyken's Rift III is now pretty devastating when properly skilled and Aux'd up. Possibly too much so, but since it requires a fairly substantial investment to power it up so high... I left it where it is, for now.
Testing feedback will be most appreciated, when this change lands on Tribble. Please keep an eye out for the patch notes.
And with that, I can see Tyken's Rift falling back into favor.
Tyken's Rift III is now pretty devastating when properly skilled and Aux'd up. Possibly too much so, but since it requires a fairly substantial investment to power it up so high... I left it where it is, for now.
Testing feedback will be most appreciated, when this change lands on Tribble. Please keep an eye out for the patch notes.
I almost fell out of the couch when I read this on my 3DS while watching WWE Monday night Raw..
That is awesome to hear..
Makes me wonder if that means there is a bug with Singularity Jump's "Grav Well" effect where Singularity charges are concerned.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
Tyken's Rift III is now pretty devastating when properly skilled and Aux'd up. Possibly too much so, but since it requires a fairly substantial investment to power it up so high... I left it where it is, for now.
Testing feedback will be most appreciated, when this change lands on Tribble. Please keep an eye out for the patch notes.
Devastating...damage?
Devastating...drain?
Devastating...damage and drain?
As a highest-Aux (130), highest-Particle Generators (245) player, I expect I am getting nerfed. I don't rely on Graviton Generators (only 132) because I kamikaze with Eject Warp Plasma and have a tractor beam. Of course there's lots of other things I'm not doing as a result of building this way.
Azure Nebula Rescue has handy clumps (so long as I avoid getting webbed) so of course my ship shines there. The cooldown also isn't felt as most of the mission is spent flying between encounters. It's still faster to stealth in and free the ships than to shoot them solo. It takes me up to 20 seconds to clear a group that includes a Recluse. Two Recluses is a just slightly slower (almost everything I do is AoE), and a Tarantula is far slower, lasting at least two gravity wells at global cooldown (assuming Photonic Officer is in an up cycle). Reading my riot ACT shows some of these stats. I usually save the weaker hostage ships by myself so everyone else can hit the hard targets.
GW is still only as much damage as my EWP, not much more than my torpedo spreads. And has the longest cooldown. Maybe that will dilute the loss I'll feel from GW. It was a good enough ability.
For all that this might look "OP" I only get 1st place in SB24 if everyone else is decidely lame. I do 2/3 of the damage of better built ships there. And that event has crowds.
Tyken's Rift needs you to spec a tier 3 and a tier 1 science skill plus Aux
Gravity Well needs you to spec two tier 3 skills plus Aux
Why was the damage on the high end for gravity well scaled back when specializing in it requires more?
I can field this one The breakage of Tyken's is what made my build what it is today, so I can certainly tell you what I gained.
To make a drain build worth it, you not only need to have skills spent, but also heavily invest in your consoles, deflector, set bonuses, whatever to make it worth your effort. Right off the bat you are giving up your 3-5 particle generators, just to walk in the door.
Now, on top of that, if you are serious you are going to be using some sort of polaron weapon. Since there is no hybrid plasma/polaron you are losing the extra damage that you would get out of +plasma consoles in your sci slots. A further decrease in your damage potential.
The difference is, going for a maxed out Tyken's will leave your opponents open to all sorts of abuse from your team mates, but a particle generator build you can set them up and knock them down yourself if they let things get too out of hand.
Do I agree with the numbers? Hell, I don't even know them yet! But, I certainly understand the differences in the skills. They really are apples and oranges.
I once again match my character. Behold the power of PINK!
Fleet Admiral Space Orphidian Possiblities Wizard
As a highest-Aux (130), highest-Particle Generators (245) player, I expect I am getting nerfed. I don't rely on Graviton Generators (only 132) because I kamikaze with Eject Warp Plasma and have a tractor beam. Of course there's lots of other things I'm not doing as a result of building this way.
Azure Nebula Rescue has handy clumps (so long as I avoid getting webbed) so of course my ship shines there. The cooldown also isn't felt as most of the mission is spent flying between encounters. It's still faster to stealth in and free the ships than to shoot them solo. It takes me up to 20 seconds to clear a group that includes a Recluse. Two Recluses is a just slightly slower (almost everything I do is AoE), and a Tarantula is far slower, lasting at least two gravity wells at global cooldown (assuming Photonic Officer is in an up cycle). Reading my riot ACT shows some of these stats. I usually save the weaker hostage ships by myself so everyone else can hit the hard targets.
GW is still only as much damage as my EWP, not much more than my torpedo spreads. And has the longest cooldown. Maybe that will dilute the loss I'll feel from GW. It was a good enough ability.
For all that this might look "OP" I only get 1st place in SB24 if everyone else is decidely lame. I do 2/3 of the damage of better built ships there. And that event has crowds.
I do not see how you are being "nerfed". It seems like the damage done by Gravity Well II and III is being increased, regardless of your AUX level. It seems like there are diminishing returns as it does not scale linearly, but you should still be doing a lot more damage than you were before.
GW is getting better overall, at least better pull overall. Aux and Grav Gens will improve it. Other players will benefit from enemies closer to the Well than before - a high-Particle Gens player might even do more damage, despite getting less effect of the Particle Generators. Particle Generators impact is diminishing:
In order to offset this decrease, the base damage has been increased by a good amount across all ranks. This should result in a notable increase to baseline performance, and a decrease to high-end performance.
My enemies stick in my gravity wells already. So I'm nerfed. I don't expect anyone to care about me, the fool in the Fleet Olympic, just making an early deduction based on published information.
Tyken's Rift III is now pretty devastating when properly skilled and Aux'd up. Possibly too much so, but since it requires a fairly substantial investment to power it up so high... I left it where it is, for now.
Testing feedback will be most appreciated, when this change lands on Tribble. Please keep an eye out for the patch notes.
this is great, you guys are giveing sci a new leash on life, a big chunk of sci skills is worth using again! drain builds have what they have back what they have been missing, and a powerful control and damage is back as well.
now theres just shield strips left that are in bad shape. i recommend adding resistance debuffs
Correct me if I'm wrong, but I believe this may clear up the concerns by some that it is a nerf:
1) GW2/3 was not doing the listed damage.
2) Aux was not contributing to the damage correctly.
3) Fixing the Aux contribution resulted in GW2/3 doing more damage than intended.
4) Reducing the Aux/Part contribution results in doing near listed/intended damage.
5) Players did not experience #3. It was internal.
6) The combination of #3 & #4 result in GW2/3 doing near listed/intended damage.
7) Since GW2/3 were not doing near listed/intended damage, this is actually a buff (fix).
Correct me if I'm wrong, but I believe this may clear up the concerns by some that it is a nerf:
1) GW2/3 was not doing the listed damage.
2) Aux was not contributing to the damage correctly.
3) Fixing the Aux contribution resulted in GW2/3 doing more damage than intended.
4) Reducing the Aux/Part contribution results in doing near listed/intended damage.
5) Players did not experience #3. It was internal.
6) The combination of #3 & #4 result in GW2/3 doing near listed/intended damage.
7) Since GW2/3 were not doing near listed/intended damage, this is actually a buff (fix).
Based upon what has been written, I think that is all correct except:
3) Doing as much damage as "intended" (based upon how it was supposed to scale according to the description) was judged to be too powerful, because it could crush NPC frigates or something like that.
4) I think they increased how much AUX contributes (it was contributing nothing) but decided to not scale lit linearly, so there are diminishing returns whereas it was originally supposed to be linear.
Tyken's Rift III is now pretty devastating when properly skilled and Aux'd up. Possibly too much so, but since it requires a fairly substantial investment to power it up so high... I left it where it is, for now.
Testing feedback will be most appreciated, when this change lands on Tribble. Please keep an eye out for the patch notes.
Hoo, boy......*Runs off to stock up on Tyken's aftershocks*
Correct me if I'm wrong, but I believe this may clear up the concerns by some that it is a nerf:
1) GW2/3 was not doing the listed damage.
2) Aux was not contributing to the damage correctly.
3) Fixing the Aux contribution resulted in GW2/3 doing more damage than intended.
4) Reducing the Aux/Part contribution results in doing near listed/intended damage.
5) Players did not experience #3. It was internal.
6) The combination of #3 & #4 result in GW2/3 doing near listed/intended damage.
7) Since GW2/3 were not doing near listed/intended damage, this is actually a buff (fix).
I think "listed" damage (the tooltip) was determined to be too much (item 4). We don't know what was 'intended'.
* The amount of bonus damage that Aux Power and Particle Generators give to this power have been decreased. This was done because they scaled too aggressively at the high end, when using GW3 with Full Aux and 150 GravGen.
Look again at Bort's post on page 5. I've already quoted that he said we may see a decrease to high end performance. My situation, not boosting Grav Gens (because it would be at the expense of Part Gens), is likely to fit in this category. You don't have to call it a "nerf" if you feel that isn't politically correct. But I shouldn't have to explain this over again, instead I will just wait to see what actually happens to GW.
GW2 and GW3 were underperforming. But evaluating the performance of this ability across all ranks has caused us to tune them all, including an increase to GW1's performance under certain circumstances.
More details on those exact changes after these other questions are answered.
/snip
NOW, onto the meat of the changes being made...
* Ranks 2 and 3 now properly benefit from the user's AuxPower and Graviton Generators skill.
This means that, aside from any further tuning mentioned, these powers will see a universal increase in effectiveness for players that fly with 50+ Aux, and have any skill points in Graviton Generators.
* The Repel values of all ranks of Gravity Well can now be improved slightly with Graviton Generators skill.
The value shown on the tooltip will only change by about -1 or -2 with very high skill, but since this small change is applied every second, it will add up.
* The Radius bonus gained by Graviton Generators has been increased.
Double the previous bonus, at all ranks. Whereas it previously only granted up to 0.25km additional range, it will now extend the range by 0.5km at 100 Skill, and further if you manage to have higher skill than that.
* The amount of bonus damage that Aux Power and Particle Generators give to this power have been decreased.
This was done because they scaled too aggressively at the high end, when using GW3 with Full Aux and 150 GravGen.
** In order to offset this decrease, the base damage has been increased by a good amount across all ranks. This should result in a notable increase to baseline performance, and a decrease to high-end performance.
All of the core, unskilled damage values of Gravity Well will be getting an increase of about 40-50%. So if you never used high-Aux or high-Skill with your builds, your GravWell (all ranks) is about to become far more potent.
We reduced the multiplier that Aux applies to this core damage value. Where it previously scaled from 33%-100% multipier, it now only applies a 33%-66% multiplier. Meaning, again, that only high values will see any significant impact.
We also reduced the multiplier given by Particle Generators Skill. Attempting to give you the actual % values would be useless here because of the overall order of operations, but suffice it so say that it's been reduced. So, again, high-end users may see a decrease in the damage dealt by their Gravity Wells when combining high Skill levels with high Aux levels.
/snip
And that last sentence...considering that it doesn't work now, can't actually be a nerf. Even a potential decrease to the listed numbers would still be higher than the current actual numbers, no?
You need to go to the store. I offer you the opportunity to take a Ferrari with no gas in the tank or an old Pinto with a full tank. The Pinto will get you to the store...the Ferrari just looks nice, but it does nothing.
I'd say it's a case of letting folks like bareel, frtoaster, amicus, et al - hammer out at the numbers when it's on Tribble...to see whether there is a decrease or not. Because again, "may see" is not the same as "will see"...and again, since it's not working now anyway...
Based on past performance. High end users translates into exceeding expectations builds, aka science ships with more then 25 aux, and maybe a pert gen consoles or a fitting deflector to buff GW3. Aka every pvp'er in the whole damn game, but not Geko.
Lower then 50 aux no consoles will be buffed, aka 100 Weapons power escorts, while dedicated (skill point, deflector, consoles, etc) sci builds will be nerfed. THis is 100% in line with what we have seen in the past. Bort's quote could refer to a decrease to damage displayed in the Tooltip, but an increase in actual damage, although i doubt it
@Bort. Fixing Tykens is so long overdue that its not even funny. I m looking forward to it. It literally can't be more useless then it is now, no matter what systems does. SO i have full confidence in your tykens fix. As for GW, don't get you hopes up sci captains, More power to tac....*yay*.
P.S.: accidentally decreasing the high end power bonus also hurts engs, but who am i kidding bringing them up anymore.
You should try GW. It actually does work now. It's got gas in it, or whatever random analogy floats your witch. If I "see" a decrease in damage done, I will see it using ACT. I even provided an example. You really should not be using the tool tip as a baseline for "current damage".
Sci Hegh'ta w/ 4x Sci BOFFs...including GW3.
Sci T'varo with GW1.
Sci Deep/Nebula with GW3.
Sci Ha'nom with GW3.
Tac Chel Grett with GW1.
Tac Vo'Quv with GW3.
Tac Ambassador with GW1.
Are all builds I've run within the past month.
You're basically saying that the devs are wrong, there is nothing wrong with GW, and there is nothing for them to fix...I mean, you know that's what you're saying, right?
Tyken's Rift III is now pretty devastating when properly skilled and Aux'd up. Possibly too much so, but since it requires a fairly substantial investment to power it up so high... I left it where it is, for now.
Testing feedback will be most appreciated, when this change lands on Tribble. Please keep an eye out for the patch notes.
Thank you, my Sci/Sci looks forward to these fixes!
Any chance to get the Deflector DOff looked at? It would be nice to go for the hat trick.
The DOff says it effects Tachyon Beam, Energy Siphon, Tyken's Rift and Gravity Well but it really only effects Tyken's Rift and Gravity Well. Blue and purple versions also claim to reduce the cooldowns by more then the global allows. Gravity Well with a blue proc would be 36 second, purple would be 30, but minimum cooldown is capped at 40 seconds.
You're basically saying that the devs are wrong, there is nothing wrong with GW, and there is nothing for them to fix...I mean, you know that's what you're saying, right?
Yup. Everyone else is doing it wrong(tm).
I use GW where it does work today: in PvE as a clumper, secondary for damage, not really for hold. Others want a different outcome. Of course it can be fixed for others, the needs of the many, but hopefully without nerfing me (maybe even helping me). The few whose needs may be outweighed fly the Sci/Eng ships not in your list.
Hopefully you can stop making up quotes for me now.
I use GW where it does work today: in PvE as a clumper, secondary for damage, not really for hold. Others want a different outcome. Of course it can be fixed for others, the needs of the many, but hopefully without nerfing me (maybe even helping me). The few whose needs may be outweighed fly the Sci/Eng ships not in your list.
Hopefully you can stop making up quotes for me now.
I would really like to see how you use gw in a Elite STF as a clumper. The Spheres tend to run out of it with the help of EPtE. And even without it npc?s are able to fly out of it sometimes. (And yes i am speced for it skillswise and also partly itemwise).
Reynolds/Thokal
U.S.S. Helios -Vesta Class/R.R.W. Dark Science - Dyson Surveillance Science Destroyer U.S.S. Donut - Fleet Advanced Research Vessel Retrofit TheWiseGuys
I would really like to see how you use gw in a Elite STF as a clumper. The Spheres tend to run out of it with the help of EPtE. And even without it npc?s are able to fly out of it sometimes. (And yes i am speced for it skillswise and also partly itemwise).
Supplement it with something else, so that the weak hold works better. EG, croniton torp spread will cut their thrusting power, PSW will knock them into the center and disable their EPtE, etc. And you still have subnuke, tractor beam, target engines, for single targets.
People should not expect that one single ability is going to hold and kill everything. Although it should, if you are able to find a couple of hundred points in all the related skills
Supplement it with something else, so that the weak hold works better. EG, croniton torp spread will cut their thrusting power, CPB will knock them into the center and disable their EPtE, etc. And you still have subnuke, tractor beam, target engines, for single targets.
People should not expect that one single ability is going to hold and kill everything. Although it should, if you are able to find a couple of hundred points in all the related skills
I know that it kinda works when you combine it, but that was not the point. He said GW is able to do that. And as you said yourselve, if a skill is kinda expensive in terms of skillponts or/and consoles it should work as advertised on its own. And more or less any of the holds and stuff is kinda expensive in terms of skillpoints and/or consoles. They wrote nowhere that it only works in combinaton. But on the other hand they have to write to the shielddrains then also, has no noticable effect on the target at all, even if you combine them...
Oh and before i forget i think you meant PSW in terms of knockback and interruption, not CPB, cause that would be one of the more or less zero effect shield drains...
Reynolds/Thokal
U.S.S. Helios -Vesta Class/R.R.W. Dark Science - Dyson Surveillance Science Destroyer U.S.S. Donut - Fleet Advanced Research Vessel Retrofit TheWiseGuys
I did not say much about clumping spheres in ESTFs using Gravity Well alone. Actually, I did not say anything about that. Ursus is spot on, there's more to it.
It's not uber. Or whatever else someone might say I said next. Yes, you have to use powers in combinations. The fact that you have combinations makes you special (well, it ain't your weapons, DPS, or the b-ugly ship).
Early in a sphere encounter, they start out slower. Run at them REALLY fast, Gravity Well, then EWP as you fly through them. You'll catch one, you might catch two, they sink in before they hit EPtE. Especially effective with TB. You're also hoarding aggro, since you're not an Escort, so you toss in some FBP for kicks and let your team mates finish them off.
They'll keep moving, but you've been circling with Evasive Maneuvers so there's Warp Poo all over the place. You don't wipe spheres in an ESTF (as you do in a deepspace Borg encounter) but you're most likely making them easy prey for your team mates. It's not the DPS, it's the Force Multiplier.
If you fail to lay it all down on a sphere cluster you can still hold them down one by one in so many ways. Still a pain to chase but it's less chasing. You'd then be using holds, which GW doesn't do (yet), but you had PO to reload your TB...
For regen lumps in ISE you can EWP three of them with evasive maneuvers if you're a pilot (cube will tractor you but you've got PH). GW isn't so great there, but it is AoE so it should get you the aggro from the cube. Again, your team-mates finish stuff off, or you do it yourself, only slower. If you weren't helping tank you might be considered a liability. You're not doing much more than 5k DPS overall, due to some longer cooldowns, but you're doing damage where it counts...
Comments
Oh my, thank you!
I might actually be able to run a drain build again.
Fleet Admiral Space Orphidian Possiblities Wizard
All fixed.
Tyken's Rift III is now pretty devastating when properly skilled and Aux'd up. Possibly too much so, but since it requires a fairly substantial investment to power it up so high... I left it where it is, for now.
Testing feedback will be most appreciated, when this change lands on Tribble. Please keep an eye out for the patch notes.
Cryptic - Lead Systems Designer
"Play smart!"
And with that, I can see Tyken's Rift falling back into favor.
I almost fell out of the couch when I read this on my 3DS while watching WWE Monday night Raw..
That is awesome to hear..
Makes me wonder if that means there is a bug with Singularity Jump's "Grav Well" effect where Singularity charges are concerned.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Tyken's Rift needs you to spec a tier 3 and a tier 1 science skill plus Aux
Gravity Well needs you to spec two tier 3 skills plus Aux
Why was the damage on the high end for gravity well scaled back when specializing in it requires more?
Devastating...damage?
Devastating...drain?
Devastating...damage and drain?
I know right?
Azure Nebula Rescue has handy clumps (so long as I avoid getting webbed) so of course my ship shines there. The cooldown also isn't felt as most of the mission is spent flying between encounters. It's still faster to stealth in and free the ships than to shoot them solo. It takes me up to 20 seconds to clear a group that includes a Recluse. Two Recluses is a just slightly slower (almost everything I do is AoE), and a Tarantula is far slower, lasting at least two gravity wells at global cooldown (assuming Photonic Officer is in an up cycle). Reading my riot ACT shows some of these stats. I usually save the weaker hostage ships by myself so everyone else can hit the hard targets.
GW is still only as much damage as my EWP, not much more than my torpedo spreads. And has the longest cooldown. Maybe that will dilute the loss I'll feel from GW. It was a good enough ability.
For all that this might look "OP" I only get 1st place in SB24 if everyone else is decidely lame. I do 2/3 of the damage of better built ships there. And that event has crowds.
I can field this one
To make a drain build worth it, you not only need to have skills spent, but also heavily invest in your consoles, deflector, set bonuses, whatever to make it worth your effort. Right off the bat you are giving up your 3-5 particle generators, just to walk in the door.
Now, on top of that, if you are serious you are going to be using some sort of polaron weapon. Since there is no hybrid plasma/polaron you are losing the extra damage that you would get out of +plasma consoles in your sci slots. A further decrease in your damage potential.
The difference is, going for a maxed out Tyken's will leave your opponents open to all sorts of abuse from your team mates, but a particle generator build you can set them up and knock them down yourself if they let things get too out of hand.
Do I agree with the numbers? Hell, I don't even know them yet! But, I certainly understand the differences in the skills. They really are apples and oranges.
Fleet Admiral Space Orphidian Possiblities Wizard
I do not see how you are being "nerfed". It seems like the damage done by Gravity Well II and III is being increased, regardless of your AUX level. It seems like there are diminishing returns as it does not scale linearly, but you should still be doing a lot more damage than you were before.
My enemies stick in my gravity wells already. So I'm nerfed. I don't expect anyone to care about me, the fool in the Fleet Olympic, just making an early deduction based on published information.
this is great, you guys are giveing sci a new leash on life, a big chunk of sci skills is worth using again! drain builds have what they have back what they have been missing, and a powerful control and damage is back as well.
now theres just shield strips left that are in bad shape. i recommend adding resistance debuffs
1) GW2/3 was not doing the listed damage.
2) Aux was not contributing to the damage correctly.
3) Fixing the Aux contribution resulted in GW2/3 doing more damage than intended.
4) Reducing the Aux/Part contribution results in doing near listed/intended damage.
5) Players did not experience #3. It was internal.
6) The combination of #3 & #4 result in GW2/3 doing near listed/intended damage.
7) Since GW2/3 were not doing near listed/intended damage, this is actually a buff (fix).
Based upon what has been written, I think that is all correct except:
3) Doing as much damage as "intended" (based upon how it was supposed to scale according to the description) was judged to be too powerful, because it could crush NPC frigates or something like that.
4) I think they increased how much AUX contributes (it was contributing nothing) but decided to not scale lit linearly, so there are diminishing returns whereas it was originally supposed to be linear.
Hoo, boy......*Runs off to stock up on Tyken's aftershocks*
I think "listed" damage (the tooltip) was determined to be too much (item 4). We don't know what was 'intended'.
Look again at Bort's post on page 5. I've already quoted that he said we may see a decrease to high end performance. My situation, not boosting Grav Gens (because it would be at the expense of Part Gens), is likely to fit in this category. You don't have to call it a "nerf" if you feel that isn't politically correct. But I shouldn't have to explain this over again, instead I will just wait to see what actually happens to GW.
But you didn't quote Bort...you snipped quoted him.
This is the actual quote:
And that last sentence...considering that it doesn't work now, can't actually be a nerf. Even a potential decrease to the listed numbers would still be higher than the current actual numbers, no?
You need to go to the store. I offer you the opportunity to take a Ferrari with no gas in the tank or an old Pinto with a full tank. The Pinto will get you to the store...the Ferrari just looks nice, but it does nothing.
I'd say it's a case of letting folks like bareel, frtoaster, amicus, et al - hammer out at the numbers when it's on Tribble...to see whether there is a decrease or not. Because again, "may see" is not the same as "will see"...and again, since it's not working now anyway...
Lower then 50 aux no consoles will be buffed, aka 100 Weapons power escorts, while dedicated (skill point, deflector, consoles, etc) sci builds will be nerfed. THis is 100% in line with what we have seen in the past. Bort's quote could refer to a decrease to damage displayed in the Tooltip, but an increase in actual damage, although i doubt it
@Bort. Fixing Tykens is so long overdue that its not even funny. I m looking forward to it. It literally can't be more useless then it is now, no matter what systems does. SO i have full confidence in your tykens fix. As for GW, don't get you hopes up sci captains, More power to tac....*yay*.
P.S.: accidentally decreasing the high end power bonus also hurts engs, but who am i kidding bringing them up anymore.
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
Sci Hegh'ta w/ 4x Sci BOFFs...including GW3.
Sci T'varo with GW1.
Sci Deep/Nebula with GW3.
Sci Ha'nom with GW3.
Tac Chel Grett with GW1.
Tac Vo'Quv with GW3.
Tac Ambassador with GW1.
Are all builds I've run within the past month.
You're basically saying that the devs are wrong, there is nothing wrong with GW, and there is nothing for them to fix...I mean, you know that's what you're saying, right?
http://sto-forum.perfectworld.com/showthread.php?p=12310081#post12310081
http://www.youtube.com/watch?v=PrNkpztOXcY
Thank you, my Sci/Sci looks forward to these fixes!
Any chance to get the Deflector DOff looked at? It would be nice to go for the hat trick.
The DOff says it effects Tachyon Beam, Energy Siphon, Tyken's Rift and Gravity Well but it really only effects Tyken's Rift and Gravity Well. Blue and purple versions also claim to reduce the cooldowns by more then the global allows. Gravity Well with a blue proc would be 36 second, purple would be 30, but minimum cooldown is capped at 40 seconds.
Yup. Everyone else is doing it wrong(tm).
I use GW where it does work today: in PvE as a clumper, secondary for damage, not really for hold. Others want a different outcome. Of course it can be fixed for others, the needs of the many, but hopefully without nerfing me (maybe even helping me). The few whose needs may be outweighed fly the Sci/Eng ships not in your list.
Hopefully you can stop making up quotes for me now.
I would really like to see how you use gw in a Elite STF as a clumper. The Spheres tend to run out of it with the help of EPtE. And even without it npc?s are able to fly out of it sometimes. (And yes i am speced for it skillswise and also partly itemwise).
U.S.S. Helios -Vesta Class / R.R.W. Dark Science - Dyson Surveillance Science Destroyer
U.S.S. Donut - Fleet Advanced Research Vessel Retrofit
TheWiseGuys
People should not expect that one single ability is going to hold and kill everything. Although it should, if you are able to find a couple of hundred points in all the related skills
I know that it kinda works when you combine it, but that was not the point. He said GW is able to do that. And as you said yourselve, if a skill is kinda expensive in terms of skillponts or/and consoles it should work as advertised on its own. And more or less any of the holds and stuff is kinda expensive in terms of skillpoints and/or consoles. They wrote nowhere that it only works in combinaton. But on the other hand they have to write to the shielddrains then also, has no noticable effect on the target at all, even if you combine them...
Oh and before i forget i think you meant PSW in terms of knockback and interruption, not CPB, cause that would be one of the more or less zero effect shield drains...
U.S.S. Helios -Vesta Class / R.R.W. Dark Science - Dyson Surveillance Science Destroyer
U.S.S. Donut - Fleet Advanced Research Vessel Retrofit
TheWiseGuys
I did not say much about clumping spheres in ESTFs using Gravity Well alone. Actually, I did not say anything about that. Ursus is spot on, there's more to it.
It's not uber. Or whatever else someone might say I said next. Yes, you have to use powers in combinations. The fact that you have combinations makes you special (well, it ain't your weapons, DPS, or the b-ugly ship).
Early in a sphere encounter, they start out slower. Run at them REALLY fast, Gravity Well, then EWP as you fly through them. You'll catch one, you might catch two, they sink in before they hit EPtE. Especially effective with TB. You're also hoarding aggro, since you're not an Escort, so you toss in some FBP for kicks and let your team mates finish them off.
They'll keep moving, but you've been circling with Evasive Maneuvers so there's Warp Poo all over the place. You don't wipe spheres in an ESTF (as you do in a deepspace Borg encounter) but you're most likely making them easy prey for your team mates. It's not the DPS, it's the Force Multiplier.
If you fail to lay it all down on a sphere cluster you can still hold them down one by one in so many ways. Still a pain to chase but it's less chasing. You'd then be using holds, which GW doesn't do (yet), but you had PO to reload your TB...
For regen lumps in ISE you can EWP three of them with evasive maneuvers if you're a pilot (cube will tractor you but you've got PH). GW isn't so great there, but it is AoE so it should get you the aggro from the cube. Again, your team-mates finish stuff off, or you do it yourself, only slower. If you weren't helping tank you might be considered a liability. You're not doing much more than 5k DPS overall, due to some longer cooldowns, but you're doing damage where it counts...
1) Timing.
2) Pop an aux battery, have lots of graviton spec.
3) Other sources of AoE Control: Theta, EWP, TBR, Subsystem Integrated Circuitry Console, Grav Pulse Generator Console.
4) Team mates, stacking GW.
One ship tossing a GW and turning all of the spheres into helpless apples in a barrel was always a sad, poor design for the encounter.
It still needs improvement, like better AI behavior, but its better than it was.